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Fix single threaded seeking not working due to unnecessary seek call
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@ -154,13 +154,16 @@ namespace osu.Game.Screens.Play
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public void Start()
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public void Start()
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{
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{
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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if (!adjustableClock.IsRunning)
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// This accounts for the audio clock source potentially taking time to enter a completely stopped state
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{
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Seek(GameplayClock.CurrentTime);
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// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
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adjustableClock.Start();
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// This accounts for the audio clock source potentially taking time to enter a completely stopped state
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IsPaused.Value = false;
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Seek(GameplayClock.CurrentTime);
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this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
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this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
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adjustableClock.Start();
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}
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IsPaused.Value = false;
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}
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}
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/// <summary>
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/// <summary>
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